I have been thinking how to create realistic sound for a car. The main sound is the engine, then all kind of wind, road and suspension sounds.

Are there any open source projects for the engine sound simulation? Simply pitching up the sample does not sound too great. The ideal would be to something that allows me to pick type of the engine (i.e. inline-4 vs v-8), add extras like turbo/supercharger whine and finally set the load and rpm.

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Feel free to add some of that information as an answer rather than an edit; you seem to have found some useful stuff so deserve some rep for it.
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tenpnAug 26 '10 at 15:30

The Sonory technology sounds very nice. I have never heard something like that. It's really like the motor was alive. Physical Modeling Synthesis is extremely complex to develop. There are a lot of white papers on the subject.
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decasteljauNov 16 '10 at 20:32

8 Answers
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On one driving game I worked on, we had multiple samples per car - the engine held at certain rev intervals, and a sample each of the car ascending and descending the rev scale IIRC.

All of these were recorded from the exhaust, the sides, the front, and inside the real-life car so the sound could change as you moved the camera. Then we blended between them depending on what the engine was doing right now.

See "Capturing Engine Sounds for Games" for ideas about how the pros do it. The article references this SDK, which I worked on. Unfortunately, it is no longer supported. It was free, so there may be copies floating around somewhere.

Hello Fab, welcome to gamedev stackexchange! Please provide additional information to the link you posted. Like, what are the key features of it? Be creative! :)
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bryan226Dec 22 '12 at 23:58

While this link may answer the question, it is better to include the essential parts of the answer here and provide the link for reference. Link-only answers can become invalid if the linked page changes.
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Sean MiddleditchDec 29 '12 at 10:25